在Three.js中使用Derivative Maps进行条带化结果

时间:2017-04-20 14:33:37

标签: three.js texture-mapping derivative normals

有没有解决这个问题的方法?我试过在更高的分辨率下渲染位移,但是条带问题似乎很普遍。起初我在低聚物上到处都有硬边缘,我通过在投影之前对低聚物进行曲面细分/平滑(来自高聚物的位移图)。

//// DERIVATIVE MAP
            var mapHeight = new THREE.TextureLoader().load( "textures/horse_atlas_h.jpg" );

            mapHeight.anisotropy = 4;
            mapHeight.repeat.set( 0.998, 0.998 );
            mapHeight.offset.set( 0.001, 0.001 );
            mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
            mapHeight.format = THREE.RGBFormat;

            materialHorse = new THREE.MeshStandardMaterial

            ({
                map:                Horse_diffuseMap,
                //normalMap:        Horse_normalMap,
                //normalScale:      new THREE.Vector2( 2.4 , 2.4 ),
                metalness:          Horse_metalnessMap,
                roughness:          Horse_roughnessMap,
                bumpMap:            mapHeight,
                bumpScale:          10,
                alphaMap:           Horse_alphaMap,
                transparent:        true,
                skinning:           true
                // needsUpdate:     true
            });

0 个答案:

没有答案